56 lines
1.4 KiB
C#
56 lines
1.4 KiB
C#
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using System;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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internal class DefaultPoseScope : IDisposable
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{
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private bool m_Disposed;
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private SkeletonCache m_Skeleton;
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private BonePose[] m_Pose;
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private bool m_DoRestorePose = false;
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private bool m_UseLocalPose;
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public DefaultPoseScope(SkeletonCache skeleton, bool useLocalPose = true)
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{
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Debug.Assert(skeleton != null);
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m_Skeleton = skeleton;
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m_UseLocalPose = useLocalPose;
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if (m_Skeleton.isPosePreview)
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{
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m_DoRestorePose = true;
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if(useLocalPose)
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m_Pose = m_Skeleton.GetLocalPose();
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else
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m_Pose = m_Skeleton.GetWorldPose();
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m_Skeleton.RestoreDefaultPose();
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}
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}
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~DefaultPoseScope()
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{
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if (!m_Disposed)
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Debug.LogError("Scope was not disposed! You should use the 'using' keyword or manually call Dispose.");
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}
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public void Dispose()
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{
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if (m_Disposed)
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return;
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m_Disposed = true;
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if (m_Skeleton != null && m_DoRestorePose)
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{
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if(m_UseLocalPose)
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m_Skeleton.SetLocalPose(m_Pose);
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else
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m_Skeleton.SetWorldPose(m_Pose);
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}
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}
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}
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}
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